linear workflow in V-ray for Maya - still confused!

varx3d you are doing it wrong. U putting a 2x gamma correction on ur image using that 2.2 gamma and no gamma correction on ur textures. U have to correct ur textures and get a EXR as output for proper linear workflow.

Yes,for proper LWF you’re speaking I’m wrong, I know it!

I’m speaking about using the same setup in Maya as the Arch Viz people to get the great renders you know.
I’m speaking ONLY about 3dsmax preference settings transfered correctly to Maya.

Don’t forget that you speak about VFX production,the ArchViz guys DON’T care about proper LWF, only about the resulted rendered image!

Sorry for the confusion guys :slight_smile:

By contrast, I’ve actually got a good ‘proper’ workflow running now:

(I will double check my settings and post them later)

The only thing that is a bit annoying is the colour picker colours. It’s easy peasy for textures, just add the Texture Input Gamma attribute. Whereas with solid colours, I still haven’t figured out how to get everything looking the same between the viewport, the preview swatches, and the colours displayed in the colour picker itself, and the final render (see my earlier posts where I try to get the copper roof colours all looking right)

Aaaaaaaaaaa right that makes total sense ! I was reading this forum from a while and just scratching my head with the things people say about LWF and how badly off they are of the actual subject hehe :slight_smile:

Thanks for info !

amigo looks nice, ur missing some bump/disp on stones (corner of the house), small bump on wood (house)

maybe some nicer clouds and should be it :wink:

here is a quick test i did for grass (yeti), most of the things r default… (http://www.chaosgroup.com/forums/vbulletin/showthread.php?71192-Render-Yeti-fur-as-flat-planes-for-grass&p=569492#post569492)

cheers

Haha yes I hadn’t gotten round to setting up my displacement yet.

The house just happened to be a good scene to try various LWF setups with.

Richard, could you please post some pics/settings for the final setup you’ve used to reach at this result?

Will do, super busy this week but so won’t be for a week or so and if I haven’t by then pm me a reminder.

Basically though it’s just the colour mapping settings I posted on the last page, and every texture has the Vray Texture Input Gamma attribute applied (leave it at default 2.2).
Vray Sun&Sky, physical camera at default values (good for daytime usually) with maybe a bit of white balancing depending on what your sun doing. I think I’d have hit the sRGB button (or applied a curve) on the vfb too because of Don’t Affect Colors enabled.
Under the Settings vray render global tab, in the ‘post production’ area, I also put to put Saturation at about 0.4 from memory so that the sky didn’t make everything too blue.

I forget what I did for my solid colours such as the copper roof, I’ll have to look into it again.

Heya

Regarding LWF I have an correction to my early statement. We were doing some tests at work yesterday with colleagues at work and it turns out if you are using 8/16 bit files and use their Use alpha as luminance thick or standard node luminance to control glossiness etc then YOU DO NOT CORRECT THAT. It appears that 8/16 bit files alpha/luminance channel stay linear so there is no need for gamma node.